[osg-users] How to resize/move existing OSG window dynamically?

2019-05-30 Thread Mike Greene
Hi,

I have an example where I create an OSG window. I need to be able to move or 
resize it after creation through code. I have tried something like this:

 
Code:

while (!viewer->done()) {
viewer->frame();

if (bConditionMet) viewer->getEventQueue()->windowResize(newX, newY, newWidth, 
newHeight);  
}




But this seems to have no effect. Do I need to reset the traits on the 
graphicsContext?

Thank you!

Cheers,
Mike[/code]

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Re: [osg-users] osggeometryshaders example question

2017-09-13 Thread Mike Greene
Thanks!



Cheers,
Mike

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[osg-users] osggeometryshaders example question

2017-09-12 Thread Mike Greene
Hi,

In reference to the osggeometryshaders example, I have a question about a 
seeming problem when only passing one point to the geometry shader: 

If I comment out all but the first push back:

Code:
osg::Vec3Array* vAry = new osg::Vec3Array;
setVertexArray( vAry );
vAry->push_back( osg::Vec3(0,0,0) );
/*vAry->push_back( osg::Vec3(0,1,0) );
vAry->push_back( osg::Vec3(1,0,0) );
vAry->push_back( osg::Vec3(1,1,0) );
vAry->push_back( osg::Vec3(0,0,1) );
vAry->push_back( osg::Vec3(0,1,1) );
vAry->push_back( osg::Vec3(1,0,1) );
vAry->push_back( osg::Vec3(1,1,1) );*/




Nothing shows up. But if I do two, three or more points, every thing works 
fine. It seems a minimum of two points in the DrawArrays array is required?

Thank you!

Cheers,
Mike[/code]

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Re: [osg-users] Is it possible to draw an ive object inside a shader?

2016-12-12 Thread Mike Greene
Similar to what OSGforest example does, except render an actual ive file and 
mot just textured quads...

Thank you!

Cheers,
Mike

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[osg-users] Is it possible to draw an ive object inside a shader?

2016-12-12 Thread Mike Greene
Hi,

Wondering if it possible to draw an ive file inside a shader. For example, say 
I want to populate an urban area with a  particular building, maybe have the 
shader scale and rotate and place it randomly. Can I use a shader to draw the 
ive file over and over again externally to the actual OSG program?

Thank you!

Cheers,
Mike

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Re: [osg-users] Irregular shaped clip node?

2016-06-16 Thread Mike Greene
Thanks, Robert. What about some convex shape like a pentagon? Just looking for 
some way to do something other than a rectangle?

... 

Thank you!

Cheers,
Mike

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[osg-users] Irregular shaped clip node?

2016-06-16 Thread Mike Greene
Hi,

Can you have an irregular shaped clip node? For example, what if I want an 
ellipse or a pentagon shaped clip node. Is that possible?

Thank you!

Cheers,
Mike

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Re: [osg-users] [build] undefined setColorArray and setNormalArray in 3.2.3

2016-02-12 Thread Mike Greene
Robert,

  I have found the problem - multiple OSG versions and I was linking to the 
older one. Thanks!

Cheers,
Mike

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[osg-users] [build] undefined setColorArray and setNormalArray in 3.2.3

2016-02-11 Thread Mike Greene
Hi,

Have some older code that I have working with on Windows (OSG 3.2.1). Uses 
setColorArray and setNormal array to define some primitive geometry.

While porting to LINUX using OSG 3.2.3, I get undefines on these two methods 
while linking. Are there some "deprecation" flags or something I need to link 
these in?


Thank you!

Cheers,
Mike

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Re: [osg-users] setProjectionMatrixAsPerspective changes eyepoint when camera is rotated

2015-10-22 Thread Mike Greene
In a post frame callback.

... 

Thank you!

Cheers,
Mike

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[osg-users] setProjectionMatrixAsPerspective changes eyepoint when camera is rotated

2015-10-22 Thread Mike Greene
Hi,

I am trying to manually effect near and far clipping planes based on camera 
altitude in my app. Essentially, I do this:

Camera()->getProjectionMatrixAsPerspective(_fov,_ratio,_near,_far);

Then based on some criteria, I might change the near or far clip planes.

_near = _nearNew;
_far - _farNew;

I then try to reset using 

Camera()->setProjectionMatrixAsPerspective(_fov,_ratio,_nearNew,_farNew);

which works fine IF the original camera is not rotated, However, if the camera 
is rotated by, say , 90 degrees, prior to the calls, then the view after the 
get/set combo moves the eyepoint down by a factor equal to the aspect ratio of 
the screen.

Thank you!

Cheers,
Mike

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[osg-users] Floating point depth buffer

2015-09-02 Thread Mike Greene
Having problems with Z-fighting when using a very large terrain database and 
mixing it with Triton ocean - seeing lots of z-fighting along the coast line 
where the water and the terrain depths are nearly the same. I can alleviate the 
problem by reducing the near/far clip boundaries, but this is not acceptable 
for our application as it cuts off the mountains in the distance of our 
terrain. Has anyone successfully used the Nvidia floating point depth buffer 
extension with OSG, GL_NV_depth_buffer_float, to increase the depth buffer 
precision? If so, how do you apply this in an OSG application 
(GraphicsContext:Traits)?
... 

Thank you!

Cheers,
Mike

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Re: [osg-users] LOS materail query

2015-08-28 Thread Mike Greene
OK, 

  Got this working for some cases. For example, I used Lightwave to create a 
box with a colorbar texture placed on it so I would know for sure that the 
color returned was correct. The texture I used was a plain jpg. The problem is 
when using some other .ive , ost, or .osgt files. These have embedded textures 
of some unknown format. Do I need to somehow use set/getPixelFromat in order to 
be able to retrieve to right values for the texture color ? 

I am using this to check the color values for the picked texture:


Code:

osg::Image *myImage = myTexture-getImage(0);



if (myImage) {
osg::Vec4 textureColor = 
myImage-getColor(tc);
std::cout  textureColor =   
textureColor.x()*255  ,  textureColor.y()*255  ,  
textureColor.z()*255   std::endl;

}



Thank you!

Cheers,
Mike

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Re: [osg-users] LOS materail query

2015-08-26 Thread Mike Greene
OK, fixed that - loaded an .ive file and was able to get correct looking 
texture coordinates. In a .ive file with embedded textures, is there a 
textureName? Probably not - not really important.

But the code does say that there is one image in the texture. But doing the 
getImage(0) does not return a valid image and thus no color from the texture is 
returned.


Code:

 osgUtil::LineSegmentIntersector::Intersections intersections;
if (viewer-computeIntersections(ea, intersections))
{
const osgUtil::LineSegmentIntersector::Intersection 
hit = *intersections.begin();

//MGREENE
std::cout  hit =   
hit.getLocalIntersectPoint().x()  ,  hit.getLocalIntersectPoint().y()  
,  hit.getLocalIntersectPoint().z()  std::endl;

osg::Vec3 tc(0, 0, 0);
osg::Texture* myTexture = hit.getTextureLookUp(tc);
std::cout  tc =   tc.x()  ,  tc.y()  , 
 tc.z()  std::endl;


if (myTexture){
std::string myString = myTexture-getName();
std::cout  texturename =   myString  
std::endl;

int numImages = myTexture-getNumImages();
std::cout  numImages =   numImages  
std::endl;

osg::Image *myImage = myTexture-getImage(0);
if (myImage) {
osg::Vec4 textureColor = 
myImage-getColor(tc);
std::cout  textureColor =   
textureColor.r()  ,  textureColor.b()  ,  textureColor.g()  , 
 textureColor.a()  std::endl;
}
}
//END MGREENE



... 

Thank you!

Cheers,
Mike

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Re: [osg-users] LOS materail query

2015-08-26 Thread Mike Greene
Yes, a null texture is the problem. I am using the osgparticleeffects example, 
as I know the object does have a texture. It is the example where you click on 
the terrain and at that point an explosion and smoke effect starts. 

But when printing out the coordinates of hit in the code above, they do show 
valid locations on the terrain whenever a mouse clicks on the terrain to 
place a particle effect. Using one of these valid hits, I then use that 
intersection to try the texture return code.

For example, one of the hit outputs that I ran returned an X,Y,Z of 
838.203, 840.662, 268.477 (LocalIntersectPoint), but the texture returned is 
NULL and of course then tc is (0,0,0).

Debugging the code for getTextureLookup, the first two lines :

Code:

osg::Texture* LineSegmentIntersector::Intersection::getTextureLookUp(osg::Vec3 
tc) const
{
osg::Geometry* geometry = drawable.valid() ? drawable-asGeometry() : 0;
osg::Vec3Array* vertices = geometry ? 
dynamic_castosg::Vec3Array*(geometry-getVertexArray()) : 0;




show that drawable.valid is true, but then the value of vertices is always all 
zeroes.
... 

Thank you!

Cheers,
Mike[/code]

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Re: [osg-users] LOS materail query

2015-08-25 Thread Mike Greene
Hi,

using the example, osgparticleeffects.cpp, I added the following lines of code 
to the pick function (inside the //MGREENE section):


Code:

void pick(osgViewer::Viewer* viewer, const osgGA::GUIEventAdapter ea)
{
osg::Group* root = dynamic_castosg::Group*(viewer-getSceneData());   

if (!root) return;

osgUtil::LineSegmentIntersector::Intersections intersections;
if (viewer-computeIntersections(ea,intersections))
{
const osgUtil::LineSegmentIntersector::Intersection hit = 
*intersections.begin();

  //MGREENE
std::cout  hit =   
hit.getWorldIntersectPoint().x()  ,  hit.getWorldIntersectPoint().y()  
,  hit.getWorldIntersectPoint().z()  std::endl;

osg::Vec3 tc(0,0,0);
osg::ref_ptrosg::Texture myTexture = 
hit.getTextureLookUp(tc);
std::cout  tc =   tc.x()  ,  tc.y()  , 
 tc.z() std::endl;
//END MGREENE

bool handleMovingModels = false;
...




but the values of tc are always 0,0,0.

Thank you!

Cheers,
Mike[/code]

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Re: [osg-users] LOS materail query

2015-08-21 Thread Mike Greene
Thank you guys very much!


Cheers,
Mike

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[osg-users] LOS materail query

2015-08-20 Thread Mike Greene
Hi,

I am wanting to do a dust cloud when an entity (helicopter) lands on a terrain. 
Ideally, would like the color of the dust cloud to be similar to the 
material/texture that the entity is on. Is there a way to do a 
material/texture color query based on an entity position, kind of like an LOS 
intersector test?
Thank you!

Cheers,
Mike

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Re: [osg-users] osg/CameraNode not in 3.4?

2015-07-31 Thread Mike Greene
Thank you!

Cheers,
Mike

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Re: [osg-users] osg/CameraNode not in 3.4?

2015-07-31 Thread Mike Greene
Sorry, I guess I should have asked - wrt OSG - the include file osg/CameraNode 
has vanished in the latest version (at least compared to 3.2.1). Has this 
functionality been replaced or superceded?

Mike Greene
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[osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-03-19 Thread Mike Greene
I have some source code where I use a trackballmanipulator to rotate a 
terrain. If I drag the mouse I can set the terrain spinning. How do I 
programatically stop this (i.e., without clicking the mouse again)? I 
tried setting Manipulator-setRotation(last_saved_angles), which does 
reset it , but it looks like the previous dragging motion queues up lots 
of mouse events that then continue to rotate the terrain on subsequent 
render loops.


Mike Greene
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[osg-users] MFC and keyboard handling

2010-03-03 Thread Mike Greene
I have an MFC/OSG app that works well as far as mouse/manipulator 
functionality is concerned. But it seems as if the standard way I do 
keyboard handling does not. Does MFC intercept
keyboard commands? Is there an example somewhere of how to passthrough 
the OSG keyboard commands?


Mike Greene
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[osg-users] osgmovie http streaming over wireless on Windows

2010-03-02 Thread Mike Greene
I've seen some answers for using ffmpeg on Linux systems. I would like 
to use my mobile Nokia N900's camera to stream (http or rtsp) over 
wireless to a Windows XP machine and then use the stream as an input to 
osgmovie, something like osgmovie --interactive http://10.1.1.1:8080;. 
Is this possible? As of now, the plugin gives me the message saying it 
doesn't know how to handle that type of file. I can transcode the stream 
into an mpeg 2 or 4 format. Could I somehow just mod the QT plugin so 
that is will accept a url as a file name with no extension?


Mike Greene
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Re: [osg-users] How to render last with multiple cameras

2010-01-07 Thread Mike Greene
I think I wasn't clear on my question: The HUD works fine, as does the 
other regular 3D camera (behind the HUD). What I'd like to be able to do 
is have some items in the background camera appear on top of the HUD 
while others remain behind it. I thought I could use renderbins, but 
since the HUD and the 3D cameras are separate, that doesn't seem to be 
working.


Mike Greene




010/1/6 Mike Greene mgre...@hiwaay.net mailto:mgre...@hiwaay.net

I have a view with two cameras - a HUD camera and a regular 3D
perspective camera. I have my scene set up so that I can vary the
alpha of the HUD (drawn with a polygon) so that I can see the 3D
view behind at various intensities. What I would like to be able
to do is have some of the 3D components drawn at full brightness
while the HUD is also fully opaque. I tried using renderbins, but
I think the problem is that the HUD and the 3D items are seen with
different cameras. Is there a way to accomplish this?


The important calls for setting up a hud camera are:

  camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  camera-setClearMask(GL_DEPTH_BUFFER_BIT);
  camera-setRenderOrder(osg::Camera::POST_RENDER);
  camera-setViewport(x, y, w, h);

And maybe also:
  camera-setAllowEventFocus(false);

If that doesn't resolve it, you'll need to post some code and a 
screenshot.
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[osg-users] How to render last with multiple cameras

2010-01-06 Thread Mike Greene
I have a view with two cameras - a HUD camera and a regular 3D 
perspective camera. I have my scene set up so that I can vary the alpha 
of the HUD (drawn with a polygon) so that I can see the 3D view behind 
at various intensities. What I would like to be able to do is have some 
of the 3D components drawn at full brightness while the HUD is also 
fully opaque. I tried using renderbins, but I think the problem is that 
the HUD and the 3D items are seen with different cameras. Is there a way 
to accomplish this?


Mike Greene
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[osg-users] Alpha question with osggeometry

2009-09-14 Thread Mike Greene
Hopefully a simple question: In the demo, osggeometry, I changed all the 
color values to have an alpha of 0.1 instead of 1.0 (4th component of 
Vec4). It didn't have any effect. What else needs to be added in order 
for the transparency to appear?


Mike Greene
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[osg-users] Easy Question? - returning points after PositionAttitudeTransform applied

2009-08-31 Thread Mike Greene
I have a linesegment defined by two points, say X1Y1 and X2Y2. If I then 
place this linesegment under a PositionAttitudeTransform in the tree and 
do a rotate (setAttitude) and translate (setPosition), how do I then get 
these new values of the points that have been transformed (X1nY1n and 
X2nY2n)? I tried returning the bounding box on the linesegment but it 
returned the same values both before and after I did the transform.


Mike Greene


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Re: [osg-users] osgmovie streaming

2008-11-18 Thread Mike Greene
I currently have a Windows XP OSG application working with a live HD 
feed (1920 x 1080) texture mapped to a quad. I use a BlackMagic video 
capture card as the input device. It has a builtin QuickTime driver 
which I believe is required for the osgmovie example (using the 
quicktime plugin) to work. I run it by using the command:


osgmovie 0:1.livewhich is the device that gets assigned to the card.

I've also gotten it to work using a regular Firewire stream in NTSC 
resolution using the AbstractPlane DirectShow to Quicktime convertor: 
http://www.abstractplane.com/


Mike Greene
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Re: [osg-users] Optimization and lots of objects

2008-10-24 Thread Mike Greene

Robert Osfield wrote:

/Hi Mike,

Um... I guess you haven't read the thread about managing ten's of
thousands of osg::Box's yesterday

So go read the last two days emails as a back ground.

In the case of sphere's I'd see if you can get away with point
sprites, if you can then this will be the most efficient way forward.
Personally I'd create a set of osg::Geometry containing as many points
as you have targets, or perhaps even just one to be lazy, and then use
point sprites to make this points/or textured targets.  Then just
update the positions of the points per frame when required.

Robert.

/Actually, I did read the previous posts. My problem is that I have to dynamically scale the 
spheres (ellipsoids) as they are representing actual 3D error covariance values that change 
depending on the number of hits made by the sensor (they typically start out large and get smaller 
as more accurate measurements are made). And, I have both a in the truck view and a 
God's Eye view, so the appeance of the ellipsoids will change depending on viewing 
angle. Would sprites work for this case? I may be out of luck in speeding this up, but just wanted 
to make sure that there was not a more efficient way that I'm missing.

Mike Greene


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Re: [osg-users] Optimization

2008-10-23 Thread Mike Greene
What happens if you need to periodically update size, position, 
orientation of objects? Without using a PAT and putting everything in a 
single geometry is this possible?


Mike Greene
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[osg-users] Optimization and lots of objects

2008-10-23 Thread Mike Greene
I guess I need to be a little more detailed in my project:  I am 
simulating a vehicle driving down a test range with a sensor looking for 
targets. As a target is found, I add a geode-shapeDrawable(sphere) for 
each discovered target. As more hits are made by the sensor, the 
orientation, position, and scale of each of these spheres can change 
dynamically.


So I have a PAT as the parent of each geode to facilitate the transforms 
for each target. The problem is frame rate drops significantly as I add 
more and more targets (I may need up to 1 of them!). I tried using 
the detailRatio on the sphere to reduce the number of polygons which 
helped a little, but not significantly. I have also tried using just a 
six-sided box as representative instead of the sphere, but still saw 
drastic frame rate drops. The osgStats show that most of the time is 
spent in the CULL process.


My question - is there a better way of handling a large number of 
objects that must each be individually manipulated dynamically for the 
duration of the program (i.e., not static)?


Im using a fairly


Mike Greene
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[osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Mike Greene
I have an OSG application where I am using osg::Shapedrawable(new 
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes 
and locations) for targets on a terrain. Prior to their introduction 
into the scene, I am getting around 40 frames per second. After 
introducing 1000 of them, my frame rate goes down to 4-5 frames per 
second. I am using osg::Optimizer on my root node. Exactly how many 
polygons are drawn by default for osg::Sphere? Is there a way to reduce 
this? Is there a better way to draw thousands of these (noting that I 
have to apply a Position/Attitude/Size transform to each one)? I am 
using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core processor 
runing Windows XP Pro.


My viewer is set up in an overhead view, so I see them all every frame 
(i.e., I don't think culling will help here). And also, their PATs have 
to occassionally be updated (i.e., not static size, orientation, position).


Mike Greene


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[osg-users] Event Adapter getXNormalized doesn't return normalized value

2008-08-29 Thread Mike Greene
I have a OSG 2.3.7 application with an OSG viewer and two slave cameras. 
The first camera is a normal drive type view. The other is rotated 90 
degrees so that it looks down on a terrain.
I am using a pick event adapter with code gleaned from on of the OSG 
examples. The pick works fine on the first camera. When I switch to the 
other camera (which I have set up via a keyboard command to encompass 
the same viewport as the first), the event adapter function 
ea.getXnormalized does not return a normalized value - it returns 
something on the order of -13.0  from my second camera. Is this correct?



Mike Greene
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[osg-users] esc key handler

2008-07-17 Thread Mike Greene
Where in the osg source code is the close down section for when the 
user hits the esc key? I need to be able to replicate the code via a 
custom function, so I'd like to have it as a baseline.



Mike Greene

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[osg-users] Disabling HUD in one camera

2008-06-12 Thread Mike Greene
I currently have a setup with one viewer with two cameras. I add a HUD 
to the scene (as a child to the root node) and it shows up in both 
camera views. Is there an easy way to disable seeing it in one view? 
Some camera-Set... that will do this? (based on depth or something?)



Mike Greene

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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Mike Greene
I have it working with both avis and mpgs on Windows. You need to make 
copies of the osgdb_qtd.dll  (in the plugins directory) and rename them 
osgdb_mpgd.dll and osgdb_avid.dll . Then you can give either of these 
types of files as arguments to osgmovie.

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[osg-users] Scribe outline only

2008-06-09 Thread Mike Greene
Trying to modify the osgscribe example. I want to display the scribe 
lines, without the underlying model beneath it.


The code does the following:

root-addChild(decorator);

decorator-addChild(loadedModel);

The decorator setups up the scribe mode.  If I then set the nodeMask 
of the loadedModel to 0 :


loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have 
thought this would show the scribe lines only. How do I achieve this effect?

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Re: [osg-users] error in viewer.frame

2008-05-30 Thread Mike Greene

Paul - Thanks!  That fixed the problem.

Can you explain why this was needed?

/Paul Martz wrote:

Try forcing SingleThreaded, either in your app by calling 
Viewer::setThreadModel, or with the env var OSG_THREADING=SingleThreaded.

  -Paul /
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[osg-users] Error in Viewer.Frame()

2008-05-29 Thread Mike Greene

Using Windows XP, VS2005 debug, OSG 2.3.7.

Getting an exception inviewer.frame(OSGSimTime);   the first time 
through the render loop. Looking at the auto variable values, it appears 
that BoundingSphere has returned an error.


I do call :
 terrainGroup-addChild(terrainNode);
  const osg::BoundingSphere bs = terrainNode-getBound();

but not in the actual render loop. Its value seem OK.

The actual exception occurs
in
vector

at this line here:

  _Myt operator++()
   {// preincrement
_--  this line_   _SCL_SECURE_VALIDATE(this-_Mycont != NULL);
   _SCL_SECURE_VALIDATE_RANGE(_Myptr  ((_Myvec 
*)(this-_Mycont))-_Mylast);

   ++_Myptr;
   return (*this);
   }-

VStudio Auto variable values:

   _Mycont0x {_Myfirstiter=??? }const 
std::_Container_base *
   _MyfirstiterCXX0017: Error: symbol  not found   
-this{_ptr=0x }
std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node 
  * const

-ptr{_ptr=0x }osg::ref_ptrosg::Node
-_ptr0x {_initialBound={...} 
_computeBoundCallback={...} _boundingSphere={...} ...}osg::Node *
+osg::Object{_name={...} _dataVariance=??? _userData={...} 
}osg::Object
+_initialBound{_center={...} _radius=??? }
osg::BoundingSphere
+_computeBoundCallback{_ptr=??? }
osg::ref_ptrosg::Node::ComputeBoundingSphereCallback
-_boundingSphere{_center={...} _radius=??? }
osg::BoundingSphere

-_center{_v=0x004b }osg::Vec3f
-_v0x004bfloat [3]
   [0]CXX0030: Error: expression cannot be evaluated   
   [1]CXX0030: Error: expression cannot be evaluated   
   [2]CXX0030: Error: expression cannot be evaluated   
   _radiusCXX0030: Error: expression cannot be evaluated   
   _boundingSphereComputedCXX0030: Error: expression cannot be 
evaluated   
   _parents{_Myfirst=??? _Mylast=??? _Myend=??? }
std::vectorosg::Group *,std::allocatorosg::Group * 

+_updateCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback
   _numChildrenRequiringUpdateTraversalCXX0030: Error: 
expression cannot be evaluated   
+_eventCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback
   _numChildrenRequiringEventTraversalCXX0030: Error: 
expression cannot be evaluated   
+_cullCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback
   _cullingActiveCXX0030: Error: expression cannot be evaluated   
   _numChildrenWithCullingDisabledCXX0030: Error: expression 
cannot be evaluated   
   _numChildrenWithOccluderNodesCXX0030: Error: expression 
cannot be evaluated   
   _nodeMaskCXX0030: Error: expression cannot be evaluated   
   _descriptions{_Myfirst=??? _Mylast=??? _Myend=??? }
std::vectorstd::basic_stringchar,std::char_traitschar,std::allocatorchar 
,std::allocatorstd::basic_stringchar,std::char_traitschar,std::allocatorchar 
  

+_stateset{_ptr=??? }osg::ref_ptrosg::StateSet






Stack Trace :

   
osg33-osgd.dll!std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node 
 ::operator++()  Line 117 + 0x33 bytesC++
   
osg33-osgd.dll!std::_Vector_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node 
 ::operator++()  Line 337C++
osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  
Line 60 + 0x8 bytesC++
osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  
Line 181 + 0x1c bytesC++
osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node  
node={...})  Line 36 + 0xf bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  
Line 236 + 0x22 bytesC++
osg33-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  
Line 38 + 0x41 bytesC++
osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  
Line 62 + 0x25 bytesC++
osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  
Line 181 + 0x1c bytesC++
osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node  
node={...})  Line 36 + 0xf bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  
Line 236 + 0x22 bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Transform  
node={...})  Line 248 + 0x22 bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Camera  node={...})  
Line 249 + 0x22 bytesC++
osg33-osgd.dll!osg::Camera::accept(osg::NodeVisitor  nv={...})  
Line 46 + 0x41 bytesC++
   
osg33-osgUtild.dll!osgUtil::GLObjectsOperation::operator()(osg::GraphicsContext 
* context=0x033a6dc0)  Line 174 + 0x2f bytesC++
osg33-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * 
object=0x033a6dc0)  Line 50 + 0x19 bytesC++
osg33-osgd.dll!osg::OperationThread::run()  Line 413 + 0x26 bytes   
C++


[osg-users] How to set Texturerect to BGRA?

2008-05-23 Thread Mike Greene

Hi,
 I have the following simple program (modified texture rectangle 
sample). I'm reading a set of large (1920x1080) bitmaps from disk and 
swapping each callback loop. My problem is that the bmps need to be in 
BGRA instead of RGBA format. Can I change the TextureRectangle in OSG to 
compensate for this?


Mike Greene

//code

#include osg/Notify
#include osg/TextureRectangle
#include osg/Geometry
#include osg/Geode
#include osg/TexMat

#include osg/Group
#include osg/Projection
#include osg/MatrixTransform
#include osgText/Text

#include osgDB/Registry
#include osgDB/ReadFile

#include osgViewer/Viewer

osg::Image* img = new osg::Image();
osg::TextureRectangle* texture = new osg::TextureRectangle();

long texturecounter = 0;

class TextureChangeCallback : public osg::NodeCallback
{
public:
   TextureChangeCallback(
  double delay = 0.05) :
 
   _phaseS(35.0f),

   _phaseT(18.0f),
   _phaseScale(5.0f),
   _delay(delay),
   _prevTime(0.0)
   {
   }

   virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
   {
   if (texturecounter == 0) img = 
osgDB::readImageFile(c:\\mgreene\\data\\mach00.bmp);
   if (texturecounter == 1) img = 
osgDB::readImageFile(c:\\mgreene\\data\\mach01.bmp);
   if (texturecounter == 2) img = 
osgDB::readImageFile(c:\\mgreene\\data\\mach02.bmp);
   if (texturecounter == 3) img = 
osgDB::readImageFile(c:\\mgreene\\data\\mach03.bmp);
   if (texturecounter == 4) img = 
osgDB::readImageFile(c:\\mgreene\\data\\mach04.bmp);
   if (texturecounter == 5) img = 
osgDB::readImageFile(c:\\mgreene\\data\\mach05.bmp);


   texture-setImage(img);
   texturecounter+=1;
   if (texturecounter == 6) texturecounter = 0;
  
   }


private:

   float _phaseS, _phaseT, _phaseScale;

   double _delay;
   double _prevTime;
};

int main(int argc, char** argv)
{
   // use an ArgumentParser object to manage the program arguments.
   osg::ArgumentParser arguments(argc,argv);

   osg::Group* root = new osg::Group;
   osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.78f,1.78f);
  


   /
   osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMax());
   osg::Vec3 bottom_left(bb.xMin(),bb.yMax(),bb.zMin());
   osg::Vec3 bottom_right(bb.xMax(),bb.yMax(),bb.zMin());
   osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMax());
  
   // create geometry

   osg::Geometry* geom = new osg::Geometry;

   osg::Vec3Array* vertices = new osg::Vec3Array(4);
   (*vertices)[0] = top_left;
   (*vertices)[1] = bottom_left;
   (*vertices)[2] = bottom_right;
   (*vertices)[3] = top_right;
   geom-setVertexArray(vertices);
  
   osg::Vec2Array* texcoords = new osg::Vec2Array(4);

   (*texcoords)[0].set(0.0f, 0.0f);
   (*texcoords)[1].set(1.0f, 0.0f);
   (*texcoords)[2].set(1.0f, 1.0f);
   (*texcoords)[3].set(0.0f, 1.0f);
   geom-setTexCoordArray(0,texcoords);

   osg::Vec3Array* normals = new osg::Vec3Array(1);
   (*normals)[0].set(0.0f,-1.0f,0.0f);
   geom-setNormalArray(normals);
   geom-setNormalBinding(osg::Geometry::BIND_OVERALL);

   osg::Vec4Array* colors = new osg::Vec4Array(1);
   (*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
   geom-setColorArray(colors);
   geom-setColorBinding(osg::Geometry::BIND_OVERALL);

   geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));

   // disable display list so our modified tex coordinates show up
   geom-setUseDisplayList(false);

   // load image
img = osgDB::readImageFile(c:\\mgreene\\data\\mach00.bmp);

   // setup texture
texture-setImage(img);

   osg::TexMat* texmat = new osg::TexMat;
   texmat-setScaleByTextureRectangleSize(true);

   // setup state
   osg::StateSet* state = geom-getOrCreateStateSet();
   state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
   state-setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON);

   // turn off lighting
   state-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

   // install 'update' callback
   osg::Geode* geode = new osg::Geode;
   geode-addDrawable(geom);
   geode-setUpdateCallback(new TextureChangeCallback());

   //

   root-addChild(geode);

  


   // construct the viewer.
   osgViewer::Viewer viewer;

   // create a model from the images.
   osg::Node* rootNode = root;//createModel((arguments.argc()  1 ? 
arguments[1] : b:\\test00.jpg));//Images/lz.rgb));


   // add model to viewer.
   viewer.setSceneData(rootNode);

   viewer.realize();
  
  while( !viewer.done() )

  {
 viewer.run();

  }
  return 0;

   // return viewer.run();
}

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Re: [osg-users] OpenSceneGraph 2.4 released

2008-04-25 Thread Mike Greene
In the QuickTime Live feed stuff, has anything changed from 2.3.7 (maybe 
a ? for Colin). I'm still having some issues with an HD live feed with 
2.3.7 and was just curious if anything has changed since?


Mike Greene


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Re: [osg-users] Building VirtualPlanetBuilder and osgdem on Windows

2008-04-08 Thread Mike Greene
Robert Osfield wrote :

Hi Mike,

Could you try the SVN version of VPB as this may fix the CSLSetNameValue 
issue.  The other errors suggest that your Windows files as different 
than other Windows users have.  Could you specify the OS version etc.

Robert.

Well, I downloaded the April 1, 2008 SVN version. I'm using Windows XP 
Pro and Visual Studio 2005. The suggested dependency package, 
osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/ does not 
include GDAL. If I download the latest GDAL, the included Visual Studio 
2005 (Version 8) build solution does not work correctly. Is there a new 
dependency package somewhere that contains ALL the necessary components 
and that has been checkout on Windows with the latest svn versions?

Mike Greene
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[osg-users] Building VirtualPlanetBuilder and osgdem on Windows

2008-04-07 Thread Mike Greene
I have OSG 2.3.5 installed and running correctly. I have downloaded and 
tried to build VPB 0.9.5, 0.9.6, and 0.9.7 all to no avail. I get 3 
undefines :

getcwd
chdir
CSLSetNameValue

The first two I can't find anywhere in my OSG directory structure in any 
of the include files...
The last one is found in cpl_string.h b ut this is not included in the 
source files.

I used the included CMAKE files and built the Visual 2005 solution 
files, and satisfied all the required environment vars. What am I missing?


Mike Greene
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Re: [osg-users] Quicktime plugin live streaming documentation/examples

2008-04-03 Thread Mike Greene
Colin,

   Success! Using the later version of VDIG that you referenced, I was 
able to get a live stream to work with osgmovie.
I'm using a KOCOM camera running video through a Canopus ADVC 110 A/D 
video convertor into a firewire cable.
This is on Windows XP, OSG 2.3.5, Visual Studio 2005 debug, Quicktime 
SDK 7.3.

Mike Greene
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Re: [osg-users] Quicktime plugin live streaming documentation/examples

2008-04-02 Thread Mike Greene
OK,

   I've hooked a video input source up to my firewire card. I've made 
sure that the qt plugin can recognize (.live) extensions. When I run 
osgmovied.exe --devices, I get messages about QT QTML, QT Movies, and QT 
QTML (again) starting up and closing down successfully. But the last 
line output is :

available Video DigitizerComponents : 0

I know the video is working because I have a VideoLan Client instance 
running and it shows the output of the camera feed. Is there there 
something else (maybe relative to QuickTime) that I need to specify?


Mike Greene
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Re: [osg-users] Quicktime plugin live streaming documentation/examples

2008-04-02 Thread Mike Greene
Further progress : used WinVIDG to make the bridge between DirectShow 
devices and quicktime. Seemed to work.

Ran osgmovied --devices   -   got this output:

QT QTML: Starting up...
QT QTML: initialized successfully
QT Movies: Starting up...
QT Movies: initialized successfully
QT Movies: Closing down...
QT Movies: closed successfully
QT QTML: Closing down...
QT QTML: Closed successfully
QT QTML: Starting up...
QT QTML: initialized successfully
QT Movies: Starting up...
QT Movies: initialized successfully
 available Video DigitizerComponents : 1
Component
Name: Microsoft DV Camera and VCR-WDM
Desc: Direct Show Proxy for QuickTime Digitizers

DigitizerInfo:
Digitizer Type : Basic (no clipping)
Hardwre Slot : 0
Input Capability:
NTSC  : true
PAL   : true
Composite : true
Component : true
SVideo: false
Input Current:
NTSC  : true
PAL   : true
Composite : true
Component : true
SVideo: false
Min destination width,height :  160  120
Max destination width,height :  720  480
NTSC  : true
PAL   : true
Composite : true
Component : true
SVideo: false
GenLock   : false
SECAM : true
VTR_Broadcast : false
Color : true
BW: false
   *SignalLock*   : true
VDGetPreferredImageDimensions(aComponent, pref_width, pref_height) - ERROR
Number of inputs:  0
VDGetInputName(aComponent,(long)i, name) - ERROR
Format of input :  compositeIn
Currently active input :  0
QT Movies: Closing down...
QT Movies: closed successfully
QT QTML: Closing down...
QT QTML: Closed successfully
QT QTML: Starting up...
QT QTML: initialized successfully
QT Movies: Starting up...
QT Movies: initialized successfully
 available SequenceGrabber Components : 1
Component
Name: Movie Grabber
Desc: Assists applications recording QuickTime movies
SrcVideoBounds: 720 480
Could not get DeviceAndInput names from Video SG
ChannelDeviceAndInputNamesNumber: Microsoft DV Camera and VCR-WDM :  : 0
DeviceList from Video SG ok
DeviceList : 1 devices in total
DeviceList : 0 is current device

Device ID : 0  : DeviceNameStr : Microsoft DV Camera and VCR-WDM
InputList : 1 inputs in total
InputList : 0 is current input
InputNameStr : 0
Could not get DeviceAndInput names from Sound SG
ChannelDeviceAndInputNamesNumber: Microsoft DV Camera and VCR-WDM :  : 0
DeviceList from Sound SG ok
DeviceList : 1 devices in total
DeviceList : 0 is current device

Device ID : 0  : DeviceNameStr : waveIn
InputList : 1 inputs in total
InputList : 0 is current input
InputNameStr : 0 Default
QT Movies: Closing down...
QT Movies: closed successfully
QT QTML: Closing down...
QT QTML: Closed successfully


Then I ran osgmovied 0:0.live   --- got this output

QT QTML: Starting up...
QT QTML: initialized successfully
QT Movies: Starting up...
QT Movies: initialized successfully
QT Movies: Closing down...
QT Movies: closed successfully
QT QTML: Closing down...
QT QTML: Closed successfully
QT QTML: Starting up...
QT QTML: initialized successfully
QT Movies: Starting up...
QT Movies: initialized successfully
SrcVideoBounds: 720 480
QT Movies: Closing down...
QT Movies: closed successfully
QT QTML: Closing down...
QT QTML: Closed successfully

VDGetDigitizerInfo(aComponent, vid_info) - ERROR
Error: Thread 01C66FCC still running in destructor


The app starts up an OSG window, but it is all gray.  

Any help/ideas?  I have seen a few net hits about incompatible versions 
of Quicktime. I'll look into that next.


Mike Greene
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[osg-users] Quicktime plugin live streaming documentation/examples

2008-04-01 Thread Mike Greene
I've been using the QT plugin for sometime now with a pre-recorded movie 
(.mov). I now want to send it live streams. Is there any 
documentation/examples on how to do this? I use VideoLan Client to start 
a multicast stream (udp://@2xx.xxx.xxx.xxx:1234) and can see it 
remotely, so I know it is streaming correctly. How do I tell the plugin 
what to look for as far as URL for the incoming stream? I tried using 
the straight QuickTime player just to see if it would open the stream 
and have been unsuccessful thus far in giving a correctly formed URL. I 
glanced through the QT plugin code and saw something about a .live file?
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[osg-users] Simple Mailing list question - message numbers

2008-01-30 Thread Mike Greene
In other mailing lists that I subscribe to, the message number is given 
in the header of the actual message as it corresponds to the topic 
summary. In the OSG mailings, although the message number is given in 
the top summary, it does not  appear in the actual message itself, thus 
making it fairly difficult to quickly scroll down and find a particular 
message. Is this an option that could easily be turned on?
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